Raistlin

caribet's page

Organized Play Member. 88 posts. 2 reviews. No lists. 1 wishlist. 4 Organized Play characters.


Scarab Sages

7 people marked this as a favorite.

quick skim of the Soldier Field Test reveals
* no mention of Stamina Points ... just 10+Con HP per level
* no mention of Resolve Points

two things I'd miss a lot moving away from SF1e

Scarab Sages

4 people marked this as a favorite.

https://paizo.com/community/blog/v5748dyo6sidk?Starfinder-Second-Edition-is -Coming

so after all the "no SF2e" SF2e is now announced. And will be based on PF2e. So where does that put Starfinder Enhanced?

Scarab Sages

1 person marked this as a favorite.

How does "Starfinder Enhanced", which "totally revises core classes" compare to, be influenced by, or be affected by the release of PF2e "Remastered" series.

And, wil SF Endhanced by OGL or ORC licence?

Scarab Sages

1 person marked this as a favorite.

this still sounds like the one Starfinder book that I do not need.
we are playing Fly Free or Die, finishing up book 1.
All the other SF books are, or could be material for FFoD - new tech, new magic, beings to meet along the way,...
But scrambling the Drift so it no longer works?
Oops! That's just not going to work with any of the published APs prior to Drift Crisis.
I get that we'll then have an AP which uses (ie relies on!) the book.... but then for subsequent APs either you include Drift Crisis material and it won't play without, or you have normal core Drift, and it won't work.
Or all subsequent APs have to have a conversion section "if you play corebook Drift, do this, if the Drift broke, do this..."

Scarab Sages

1 person marked this as a favorite.
Darg727 wrote:
Quote:
You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately.
It says that you choose a glowing color or darkness. Explicitly only the glowing colors shed light. As written, darkness does nothing or maybe you can make the form invisible to observation (invisible weapon or armor) which would help "to blend in or assist in stealth."

Indeed - I read that part and am still puzzled. (For me, affects NPCs, as our PC Solarian glows).

so clearly, whichever manifestaion you choose, graviton/photon, black hole, whatever, you can have it glow (and shed light). Indeed assorted Paizo artwork shows Grav mode characters with a creepy purple glow (eg Horizon in Fly Free Or Die vol 1).
But you can instead make it dark.

But what is the game effect, if any, of a dark manifestation? Lots of flavour text sounds like it sheds (creates) darkness), but nothing ever con firms it like it does for the glowy ones.

Scarab Sages

1 person marked this as a favorite.

been following these chapters avidly (now #12) - is there any hope Paizo will publish the tale as an adventure to inflict onrun for my group?

Scarab Sages

1 person marked this as a favorite.
Darth That Guy wrote:

I'm confused on the hex cackle. I'm in a pathfinder campaign and the other night I used fortune on our ranger and as move Action started cackling. The ranger went after me in our rotation and missed with first attack due to low roll so he re-rolled thanks to my fortune hex and scored a hit. On my next turn I kept cackling so that our ranger could keep re-rolling if need be. Our dm said no. He said I could only keep cackling if our ranger had failed on his re-rolling. Basically he said I can only keep cackling with fortune until the recipient finally benefits from it.

That made a lot of sense and I chalked it up to me misunderstanding cackle. But the rest of group chimed in and said dm is one who misunderstood. All of these people are veteran pathfinder people and I'm a relative new comer so could any of you clarify.

1) Fortune Hex - lets you "call upon this good luck once per round". Initially the hex lasts 1 round, but at 8th and 16th Witch level, the duration of the hex extends by 1 round.

2) Cackle specifically lists fortune (and misfortune) hex to be extended by 1 rnd at the cost of the cackling witch's Move action. So you can cackle for (more) Fortune.

It can last for 1-3 rnd even without Cackle, and is stated as 1 reroll/rnd.

So with a Witch 16, you can grant fortune for 3 rnd, and the target can make one reroll each of the 3 rnd; with Cackling, can benefit for a while longer, still 1 reroll per rnd.

Once the Fortune and Cackle stop, then they can't benefit from another casting of the hex, until 24h pass. The last sentence of Fortune kicks in "once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours" - the witch can't apply a *new* Fortune Hex for 24h. She can only usefully cackle while the original Fortune was active.

So the GM is wrong (but entitled to bend the rules for his own game, so long as he lets you know).

Scarab Sages

1 person marked this as a favorite.
caribet wrote:

Issilar was getting a lot out of this, so he carried on, and travelled with them to Saventh-Yi!!

He's kept up the disguise, setting up camp with them, and "helped" with the initial over-flight exploration (the party is well-up on flight abilities), with some "interesting" opinions:
* "the charau-ka are annoying pests" - "let's wipe them"
* "the serpent-folk are clearly too dangerous to tackle" - "let's leave them alone" (err, while I take command and build them up!)
* "the humans in the Sacred Serpent zone are clearly worshipping demons(!) and innately hostile" - "don't negotiate" and "be prepared to go in wands blazing"(!) [this latter one may break the illusion, once the PCs get there - *if* they actually talk.]

They haven't actually remembered to question his motives, or habits of disappearing, of not actually contributing usefully in battles (being at the back and "dithering"), and his vagueness about which Faction he's from ("a party of adventurers like yourselves; but our rendezvous has been and gone, and I guess they didn't make it... Sigh (pathetically)[Bluff]")

so, they've clear the Mercantile District.

Issilar has been allowed to go off doing his own thing - the party don't expect NPCs to come with them and prefer to be allowed their own battles. He's now told them of the Rakshasa ruling the Serpent folk, and suggested a joint battle-plan: the PCs annoy the Charau'Ka with enough illusory Serpent folk that they attack across the bridge, then while the main Serpent folk are distracted, the PCs kill the Rakshasa, and Issilar will then "use his shape-changing magic" and "make himself look like the Serpent folk" and use his Charm spells to convince them to accept him as their leader. So far the party are buying it hook, line and sinker.
Oh My!
They are planning to restore the deposed leader of the Serpent Folk.

Next thing we know, they'll be telling him all about the Severed God and the plot line, and have him ""helping" them!

Scarab Sages

2 people marked this as a favorite.

We've only had 1 full session in Saventh-Yi so far (reached it at the end of the previous session).
Since we play monthly, I don't want to drag out the Discovery Point wrangling too far...

I anticipate some real fun though, as the encounter with Issilar in Racing To Ruin went ... oddly.
He started, per the book, shaped as a Charau-Ka, and the 2 sides threw fire spells at each other, until both sides started to realize they weren't getting through (resistances all around...) The PCs didn't realise he was running low on Fire spells, but...
He offered to negotiate with them, pointing out the obvious stalemate, and that he had the final statue that they needed, and they had the others he needed - he has huge Bluff and Diplomacy skills.
So he re-shaped to "Human Wizard" and talked until they agreed a short-term truce. The PCs are pretty lawful (well, 2 key ones are), so they've held to the truce. Issilar was getting a lot out of this, so he carried on, and travelled with them to Saventh-Yi!!

He's kept up the disguise, setting up camp with them, and "helped" with the initial over-flight exploration (the party is well-up on flight abilities), with some "interesting" opinions:
* "the charau-ka are annoying pests" - "let's wipe them"
* "the serpent-folk are clearly too dangerous to tackle" - "let's leave them alone" (err, while I take command and build them up!)
* "the humans in the Sacred Serpent zone are clearly worshipping demons(!) and innately hostile" - "don't negotiate" and "be prepared to go in wands blazing"(!) [this latter one may break the illusion, once the PCs get there - *if* they actually talk.]

They haven't actually remembered to question his motives, or habits of disappearing, of not actually contributing usefully in battles (being at the back and "dithering"), and his vagueness about which Faction he's from ("a party of adventurers like yourselves; but our rendezvous has been and gone, and I guess they didn't make it... Sigh (pathetically)[Bluff]")

Add to that, that the Red Mantis will show up soon, and the base-party [Pathfinders, and Gelik (who the PCs hate 'cos he's so wonderfully annoying)] includes (and still trusts) Sasha Nevah on account of her having been an infrequently played drop-in PC for a player gone off to Uni; so Sasha is now mainly GM-played. (I think were the player here, she'd be quite happy to go with sowing seeds of chaos!)

Scarab Sages

2 people marked this as a favorite.

You must be mortified! But you've stood up and explained it, to everyone, and pointed out the inside (and side and back) is unaffected.

Pity the first guy to post a review on Amazon.co.uk took one glimpse of the front and posted a 1-star review.

Once I get my copy, I'll actually read it, and then post something - which I expect to be more positive than 1-star.

If anyone else buys it from/via Amazon UK, do post a review too!

Scarab Sages

2 people marked this as a favorite.
ElyasRavenwood wrote:

Are there players out there who would prefer that there be little to no PVP in the pathfinder online game?

Are there players out there who find the prospect of non consensual PVP cause for concern?

Do those players find that the prospect of non consensual PVP makes Pathfinder Online for them an unattractive choice?

Quite simply, I have given up any hope that the Pathfinder online game will be playable - I *hate* the idea on non-consensual play.

Having designated areas where PVP is permitted - fine - I'll stay out of those areas. But if it covers the whole game, then I won't be there. End of story.